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TalentTrees v1
TalentTrees v1
T alent trees replace the standalone feats in Chapter 6 of Skill Proficiency Page
the Player’s Handbook. They build upon a character’s Acrobatics.............................................................................. 2
skills, martial training, innate abilities, and areas Animal Handling................................................................... 2
of knowledge. They are designed to provide an organic
progression of abilities and a wider range of opportunities than Arcana.................................................................................... 3
feats do, allowing characters to gradually build their skills and Athletics................................................................................. 4
specialties in a way that feels natural.
Deception.............................................................................. 5
Using Talent Trees History................................................................................... 6
Handspring Expert
Free Stride Tumble Slippery
Withdraw Agility Escape Artist
v Freerunning v
Handspring Expert
When you are prone, standing up uses only 10 feet of your
movement.
Free Stride
Your quick stride lets you carefully pick a path through rough
terrain. Your speed increases by 10 ft. When you take the Dash
action, difficult terrain costs you no extra movement this turn.
Withdraw
When you make an attack against a creature, you don’t provoke
opportunity attacks from that creature for the rest of the turn,
whether you hit or miss.
Acrobatics
Tumble
As an action or a bonus action, you can tumble through the
space of a hostile creature to a location on the other side. You Animal Handling
must have enough movement to reach the other side to do so. A proficiency in animal handling represents a special
Additonally, when determining fall damage that would be dealt camaraderie with, control over, and empathy for animals.
to you, treat any fall as if it were from 20 feet less than the Whether you’re raising a puppy, riding a warhorse, or rescuing
actual height, to a minimum of 0 feet. an injured eagle, both tame and wild beasts tend to respect,
trust, and listen to you, and you know how to care for them.
Agility Continuing to hone your skill lets you learn to teach animals to
When you take the Dodge action, you can immediately move 5 communicate and follow your commands, masterfully control
feet in any direction without provoking opportunity attacks, in your mount in the heat of battle, and even stabilize or bolster
addition to your normal movement. them against harm.
Slippery
You have advantage on saving throws made to avoid or resist
Train Animal
traps and you have resistance to the damage dealt by traps. Critter Friend Mounted Combat Stabilize Animal
Whenever you succeed on a Dexterity saving throw, you can use
your reaction to move up to half your movement. Complex Training One with the Rider Bolster Animal
v Animal Partner v
Escape Artist
On your turn, you can forego all of your movement to
Train Animal
automatically escape from nonmagical restraints such as
During a long rest, you can attempt to train a willing beast of
manacles or a creature that has you grappled.
CR 1/8 or less. Choose a simple command (such as “jump,”
Freerunning “bite,” “charge,” or “fetch”) and make a DC 10 Wisdom (Animal
When you take the Dash action, if you are wearing light or no Handling) check.
armor, you can run on vertical surfaces, along the edges of If you succeed, the beast learns to follow the command. As an
thin barriers, or hop from one outcropping to another as if you action, you can shout out the command to the animal and it will
were travelling along normal terrain. If you stop moving while use its action to attempt to follow it as long as it can hear you,
running across a wall, you begin to fall. though it will not likely follow a command that would lead it to
be injured or killed. A beast can only know a number of simple
commands equal to its Intelligence score.
Animal Partner
You can give a trained animal commands as a bonus action.
Additionally, you can select one beast that you have trained to be
your partner. The chosen beast increases its hit point maximum
by twice your proficiency bonus while it remains your partner.
You can only select one animal to be your partner at a time.
Arcana
A proficiency in arcana represents a deep knowledge of the
theory and application of different kinds of magic. Whether
you are a caster yourself or simply a sage interested in the Art,
whenever you attempt to understand or discern information
about a magical effect, creature, item, or ritual, your proficiency
in arcana gives you confidence in your assessment. Continuing
to hone your skill lets you learn to cast spells and rituals, learn
Animal Handling the deep secrets of magic items and alien creatures, and even
gain an innate sense for seeing magic in the world around you.
Critter Friend
If you spend at least 1 minute observing or interacting with a Magical Intuition
beast, you can communicate simple ideas with the animal and
understand its responses. Ritual Caster Disruptive Timing Secrets from Beyond
Ritual Collector Mage Slayer Planar Disruptor
Complex Training
When you attempt to train an animal, you can attempt to train Magesight
it to follow more complex commands. Choose a complex
v v
command (such as “fetch a healing potion from my bag,” “watch Magical Intuition
for intruders,” or “follow the scent on this rag”) and make a DC Whenever you see a creature cast a spell, you can learn certain
15 Wisdom (Animal Handling) check. If you succeed, the beast information about its capabilities compared to your own. You
learns to follow the command as it would a simple command. can tell if the creature’s spellcasting abilities are superior,
Additionally, you can now train animals of CR 1/4 or lower. inferior, or equal in power to your own. Additionally, you can
spend 1 minute examining a spell scroll to determine the level
Mounted Combat of the spell it contains and its school of magic, regardless of if
While mounted, you have advantage on melee weapon attack you could cast the spell from the scroll.
and melee spell attack rolls against any unmounted creature
that is smaller than your mount. Ritual Caster
If your mount is subjected to an effect that allows it to make a Choose a class: bard, sorcerer, warlock, or wizard. You acquire
Dexterity saving throw to take only half damage, it instead takes a ritual book containing two 1st-level ritual spells of your choice
no damage if it succeeds on the saving throw, and only half from the chosen class and you learn to cast these spells as
damage if it fails. rituals. You must be holding the book to do so. Your spellcasting
ability for these spells is the same as that of the chosen class.
One with the Rider You can take this option multiple times, but must choose a new
If a creature would target your mount with an attack or spell,
you can choose to have the attack or spell target you instead.
When you or an allied creature casts a spell of 2nd level or
~ class each time.
lower targeting just you while you are mounted, you can choose
to have the spell also affect your mount.
Stabilize Animal
You can use Wisdom (Animal Handling) instead of Wisdom
(Medicine) to stabilize a beast that has been reduced to 0
hp, calming and soothing the animal under your care, If you
succeed on the check, the beast then regains 1 hit point.
Additionally, you have advantage on Animal Handling checks
related to approaching or pacifying frightened or injuried beasts.
~
Arcana 3
Disruptive Timing
When you damage a creature that is concentrating on a spell,
that creature has disadvantage on the saving throw it makes to
maintain its concentration.
Mage Slayer
You have advantage on saving throws against spells cast by
creatures within 5 feet of you.
In addition, when a creature within 5 feet of you casts a spell,
you can use your reaction to make a melee weapon attack
against that creature.
Knowledge of Society
Your have learned much about the history of cultures and
societies. When you see a coat of arms, livery, logo, insignia, or
other piece of identifying information for a noble lineage, guild,
country, corporation, or other organization, you have advantage
on checks to identify it and on checks to recreate or incorporate
such an item into a disguise. While disguised in this way, you
have advantage on blending in with the locals.
Additionally, when you hear a creature speak, you can tell
Emotional Insights
Suspicious Sense Enchantment Sense Movement
Connoisseur
Deprogramming Sentinel Insight
of Lies Next Move
Next Move Once per round, you can make an attack of opportunity without
v v using your reaction.
Emotional Insights
You are skilled at pinpointing reasons and motivations behind Intimidation
deception. When you succeed on an Insight check to determine A proficiency in intimidation represents a general force of
if a creature is lying, you learn a one-word summary of why the presence, and the ability to exude danger and confidence.
creature lied, such as “greed”, “anger”, or “fear.” Whether you are dressing down a subordinate, interrogating a
prisoner, or diffusing a situation with only the look in your eyes,
Suspicious your proficiency in intimidation gets you results and it gets them
Whenever you make an Insight to determine if a creature is fast. Continuing to hone your skill lets you refine your repertoire
lying, after your roll but before the DM determines the result, if to include a wider range of threats, naturally exude a daunting
that check was not made at disadvantage, you can attempt to do aura, make foes flee before you in battle, and even withstand the
so again at disadvantage and must take the new result. intimidating tactics of others.
Connoisseur of Lies Imposing
You collect lies that you hear and know their weaknesses and
what they reveal about the personality and disposition of the Terrifying Presence Creative Threat Punisher
liar. If you determine that a creature is lying, you have advantage Disrupting Hostility Interrogator Brutal
on Intelligence, Wisdom, and Charisma checks against the
creature for 1 minute as long as you can see the creature’s Fearless
mouth and eyes.
v v
Imposing
When you’re in the presence of the creature you’re intimidating,
Sense Enchantment
you can use Strength instead of Charisma for your Intimidation
When you observe or interact with a creature for 1 minute or
checks. When you are not, you can use Intelligence instead.
more or you spend an action to closely examine it by touch
and smell, you can determine if its mood or behavior is being
Terrifying Presence
influenced by a spell or other magical effect.
The area in a 10 foot radius around you is considered difficult
terrain for creatures of your choice, creatures immune to being
Deprogramming
frightened are not affected by this feature.
You have advantage against effects and spells that magically
compel you to take a certain course of action, such as
Disrupting Hostility
suggestion or confusion, or that would alter or erase your
If a hostile creature is within 10 feet of you, it has disadvantage
memories, such as modify memory. Additionally, if you spend 10
on skill checks that rely on Intelligence, Wisdom, or Charisma
minutes or more speaking with a creature which is influenced
and its ranged attack rolls.
by such a spell or effect, that creature can attempt to repeat its
saving throw against that spell or effect. Once it has done so, it Creative Threat
can’t do so again until it completes a long rest. You specialize in specific and sometimes unusual methods of
Intimidation, using your proficiencies in other skills to amplify
Sense Movement the effectiveness of your threats.
When you hit a creature with an opportunity attack, the
When you use a skill such as Animal Handling, Religion,
creature’s speed becomes 0 for the rest of the turn.
Athletics, Stealth, or Deception to enhance an Intimidation
check you make, you can choose to use your bonus for that skill
Sentinel
in place of your Intimidation bonus.
Creatures provoke opportunity attacks from you even if they
For example, using your strength to bend a creature’s weapon
take the Disengage action before leaving your reach.
in front of its eyes or using a rat or snake to threaten a creature
In addition, when a creature within 5 feet of you makes an
afraid of those animals could allow you to use your bonuses to
attack against a target other than you (and that target doesn’t
~
Athletics or Animal Handling, respectively.
have this ability), you can use your reaction to make a melee
weapon attack against the attacking creature.
• Approximately how long ago the trap was set or door was
last used.
• Likely requirements for resetting the trap or resealing the
door behind you.
Keen Mind
You can accurately recall anything you have seen or heard
within the past month, you always know which way is north,
and you always know the number of hours left before the next
sunrise or sunset.
Heedful
Your skill in Investigation makes you take in information with
ease. You gain the following benefits:
Rigor
v v
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Healer’s Bag
Medic Treat Poison Remedy Injury
Healer Poisoner Treatment
Resusitation
v v
Healer’s Bag
You have learned to stock and use your medical supplies more
effectively. The healer’s kits that you use are considered to have
twice as many charges as normal while you use them.
In addition, when you use a healer’s kit to stabilize a dying
creature, it wakes up in 1d4 rounds instead of 1d4 hours.
Medic
When you use a healer’s kit to stabilize a dying creature, you
can have that creature also regain 1 hit point.
In addition, you can use your bonus action to gain additional Medicine
movement equal to half your movement speed. If you do so, (such as fever, welts, or swelling) by up to a day. Attempts to
you must immediately move up to half your speed towards an identify the poison during this time have disadvantage.
unconscious creature. • Debilitating. If a creature fails the saving throw of the
poison by 5 or more, the creature poisoned by this poision
Healer can’t take reactions while poisoned.
As an action, you can spend one use of a healer’s kit to tend to
a creature and restore 1d6 + 4 hit points to it, plus additional Remedy Injury
hit points equal to the creature’s maximum number of Hit Dice. You can use your knowledge of medicine to treat minor status
The creature can’t regain hit points from this talent again until it conditions. As an action, you can use 5 charges of a healer’s kit
finishes a short or long rest. to tend to a creature, ending a temporary conditon afflicting it.
These conditions can be blinded, deafened, or frightened.
Treat Poison
As an action, using a poisoner’s kit, you can check if a creature Fortifying Treatment
or liquid within 5 feet of you is poisoned or poisonous. If you During a short rest, choose one willing creature you can touch.
examine a poisonous substance in this way, you can identify the For this short rest, when it rolls a hit die to regain hit points
save DC of the poison, if it has one. it regains the maximum value on the die instead of rolling.
When you encounter a living poisonous creature or poisoned You must expend a use of your healer’s hit for each die that is
creature, you can attempt to extract the poison from the maximized.
creature. As an action, you expend a use of a healer’s kit and In addition, at the end of a long rest, you can choose any
make a Wisdom (Medicine) check vs. the save DC of the poison. number of creatures and expend 1 use from your healer’s kit for
On a success, you learn all the poison’s effects and you each of them. For the next 24 hours, each creature must fail an
extract 1 usable dose of poison from the creature if it was additional death save in order to die. A creature can only gain
poisonous, or remove the poisoned condition from it if it was this benefit once per long rest.
poisoned.
Resuscitation
Poisoner You can attempt to resuscitate a humanoid or beast, which
You can use your knowledge of poisons to adapt them. When recently died. If a creature has been dead for one minute or
you use a poisoner’s kit to create or apply a poison, it gains up less, and still contains most, or all, of its vital organs, you
to a number of the the following properties of your choice equal can attempt to conduct surgery on it. The surgery requires 1
to your Wisdom modifier: hour to complete and uses up 10 charges of a healer’s kit. If
the surgery is completed without interruption, the creature
• Hidden. You can increase the DC to detect a hidden poison
is brought back to life at 1 hit point. It also suffers from three
by your proficiency bonus.
levels of exhaustion and can’t be brought back to life by the use
• Delayed. You can delay the onset of the effects of a poison
of this talent again until it finishes a long rest. If the surgery is
by up to three days.
interrupted before completion, the time taken by the surgery
• Unidentified. You can hide the visible signs of a poison
does not count against the time limit of spells such as revivify.
9
10
Keen Senses
Aware Observant Low-Light Vision
Alert Focused Tremortouch
Vigilant
v v
Keen Senses
You can clearly make out fine details or written text from a
document, object, or surface and clearly overhear any bits of
lightly spoken conversation as long as it is within a number of
feet equal to your passive Wisdom (Perception) score.
Aware
Other creatures don’t gain advantage on attack rolls against you
as a result of being hidden from you.
Alert
You gain a +5 bonus to initiative and you can’t be surprised
while you are conscious.
Observant
You have a +5 bonus to your passive Wisdom (Perception)
score. If you can see a creature’s mouth while it is speaking a
language you understand, you can interpret what it’s saying by
~
reading its lips.
11
Performance
A proficiency in performance represents a theatrical flair and
gravitas which highlights whatever you do. Whether you are
acting, playing music, speaking to a crowd, or simply trying
to impress your peers with quick wit, your proficiency in
performance lets you shape how others see you. Continuing
to hone your skill lets you use your theatrics to distract foes,
make your swordplay unpredictable, inspire others, and forever Stage-fighting
establish your fame across the world. You gain proficiency with rapiers, sickles, scimitars, tridents,
daggers, and darts. You can use your Charisma modifier in place
Entertaining of your Strength or Dexterity modifier for attack rolls with these
weapons, but not the damage rolls.
Performer Theatrics Orator
In addition, when you score a critical hit with one of these
Specialty Acts Stage-Fighting Leadership weapons, you can use your reaction to take the Help action if
there is an ally within 30 feet of you.
v Showstopper v
Orator
Entertaining When you perform for creatures for at least 10 minutes and
You gain proficiency in one musical instrument and two game your Charisma (Performance) check result is higher than a
sets of your choice. creature’s Intelligence, Wisdom, or Charisma scores (whichever
is highest), you get advantage on all other Charisma checks
Performer against those creatures for the next 10 minutes.
You gain proficiency in disguise kits and can double your
proficiency with checks you make with them to craft disguises. Leadership
You also learn a language of your choice. You can spend 10 minutes inspiring your companions, shoring
up their resolve to fight. When you do so, choose up to six
Specialty Acts friendly creatures (which can include yourself) within 30 feet of
Performers can specialize in a variety of different kinds of acts,
you who can see or hear you and who can understand you. Each
utilizing many different skills while plying their entertainment
creature can gain temporary hit points equal to your level + your
trade. Choose two skills from the list below.
Charisma modifier. A creature can’t gain temporary hit points
• Dexterity (Acrobatics) from this feat again until it has finished a short or long rest.
• Wisdom (Animal Handling)
• Strength (Athletics) Showstopper
• Charisma (Deception) Your mastery of performance elicits deep emotional responses
• Dexterity (Sleight of Hand) from those around you. As an action, you can begin a
performance, which lasts for up to one minute and which
You can substitute your bonus to Performance for the original requires your action each turn to maintain. Each creature of
bonus when making a check with either of the chosen skills. your choice that can see or hear you must succeed on a Wisdom
saving throw (DC equal to 8 + your Performance bonus) at the
Theatrics beginning of each of its turns or be enraptured by you until the
When you take the Help action to aid an ally by distracting an end of the performance or until it takes damage. While under
enemy, you can also choose to distract any number of additional the influence of the performance, the creature is overcome with
creatures within 5 feet of the target, giving the chosen ally emotion and is incapacitated, can’t speak, and has disadvantage
advantage on attack rolls against each of the affected creatures. on Wisdom (Perception) checks made to perceive any creature
other than you. Once you use this ability, you can’t do so again
until you complete a long rest.
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13
~each time. make with those skills when dealing with fey, fiends, celestials,
aberrations, or their cults.
Exorcist
You have detailed knowledge of outsiders, creatures which
inhabit the outer planes. You have advantage on checks to recall
or intuit information about a fey, fiend, celestial, or aberration..
Then choose one type of creature: fey, fiends, celestials,
or aberrations. Once per round, when you deal damage to
a creature of the chosen type, you can add your Intelligence
modifier (minimum of 1) to the damage.
Priest
You are a learned theologian, aware of some of the deepest
realities. You gain the following benefits:
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Suble Interaction
Clever Action Hidden Action Perplexing Action
Thief of Order Thief of Propriety Thief of Focus Stealth
Legerdemain
v v Legerdemain
When you use your action to make a Sleight of Hand check or
Subtle Interaction to take the Use an Object action, you can make an additional
You have advantage on Sleight of Hand checks to move or Sleight of Hand check or Use an Object an additional time.
conceal an object that you are holding that is small enough to fit
in the palm of your hand. Stealth
Clever Action A proficiency in stealth represents an uncanny ability to slip
You can make an extra object interaction on each of your turns. away and remain inconspicuous under scrutiny. Whether you
are trying sneak by a sleeping dragon without waking it up,
Thief of Order stand perfectly still and stay silent while hiding, or simply
When you roll initiative at the beginning of combat, if you are disappear into a crowd, your proficiency in stealth lets you
not surprised, you can use your reaction to don or doff a shield evade unwanted attention. Continuing to hone your skill lets you
or take the Use an Object Action. instantly drop out of view, ambush your enemies, and cleanly
In addition, whenever you could make an attack of and unexpectedly disappear into the night.
opportunity against a creature, you can choose to instead take
the Use an Object action. Unlikely Spot
Hidden Action Slither Skulker Scamper
You have advantage on Sleight of Hand checks against Screening Ambusher Dive
creatures that you are hidden from.
Disappear
Thief of Propriety
v v
As long as you are hidden from a creature no more than one Unlikely Spot
size larger than you, you can try to steal an object that it is You can try to Hide when you are only lightly obscured from the
holding or wearing loosely on its person. You must make a creatures from which you are hiding.
Dexterity (Sleight of Hand) check contested by the target’s
Dexterity (Sleight of Hand). If you succeed, the creature Slither
releases the object and you can choose to either take it in your You are considered to be lightly obscured while you are prone.
empty hand or force the creature to drop it.
Screening
Perplexing Action When you have cover from a creature’s ranged attacks, you treat
Your rapid movements allow you to capitalize on the enemy’s half cover as if it were three-quarters cover, even if your position
confusion to drive them back or topple them. You can use is otherwise revealed.
Dexterity (Sleight of Hand) checks in place of Strength
(Athletics) when taking the Shove action. Skulker
When you are hidden from a creature and miss it with a ranged
Thief of Focus weapon attack, making the attack doesn’t reveal your position.
When a creature within 5 feet of you casts a spell with material
components or an arcane focus which is held in its hand, you Ambusher
can use your reaction to attempt to disturb the components When you hit a creature from which you are hidden with a
or focus to disrupt the casting of the spell. Make a Dexterity weapon attack, you can roll your weapon damage twice and take
(Sleight of Hand) check contested by the target’s spell save DC. the higher result.
You have disadvantage if the target can see you. On a success,
you disturb the components or the focus in the creature’s hand Scamper
and it fails to cast the spell this turn. This does not expend the If you are hidden, you can move up to 10 feet in the open
affected creature’s spell slot. Once you use this feature, you can’t without revealing yourself if you end the movement in a position
do so again until you finish a short or long rest.
~ where you’re not clearly visible.
15
Survivalist
You can make fires, craft shelters, cook food, etc. even in
difficult circumstances, without having to make a survival check
In addition, select one terrain: arctic, coast, desert, forest,
grassland, mountain, swamp, or cavern. Difficult terrain doesn’t
slow down the group’s travel.
Fortify
When making temporary modifications to a campsite,
battlefield, stronghold, or other area, you can add your
proficiency bonus to checks related to construction or
improvement of barriers, fortifications, or similar works. These
works add your proficiency bonus to their armor class for the
duration, and gain a number of temporary hit points equal to
your level.
If a restraint or fortification you create has a DC to break
it (such as a blocked doorway or tied-up creature), this DC
increases by your proficiency bonus as well.
16
The Adventuring tree consists of three independent bushes: A Variant: Bad Luck
Friend So Nice, A Roll of the Dice, and A Little Extra Life. Whenever you use a Luck Point on a roll, the DM gets a Luck
Point to use on a future roll against you.
A Friend So Nice
Loyal Servant A Little Extra Life
Faithful Friend
v v Endurance
Loyal Servant Tough Resilent Tenacious
When you take this talent, the next time an opportunity arises, if Resistant
you don’t currently have a retainer, you gain the loyal friendship v v
and service of one, such as an attendant or messenger who Endurance
willingly serves you. This retainer can perform mundane When you roll a Hit Die to regain hit points, the minimum
tasks, but will not fight for you, nor follow you into obviously number of hit points you regain from the roll equals twice your
dangerous areas (such as dungeons), and will leave you if Constitution modifier (minimum of 2).
frequently endangered or abused. While in your service, they
are completely forthright with you and loyal only to you and Tough
your causes. After this retainer leaves your service, you must Your hit point maximum increases by an amount equal to twice
wait 1d4 weeks before finding another one, hopefully reflecting your level when you gain this talent. Whenever you gain a level,
on your mistakes and bettering yourself (but you know, to each your hit point maximum increases by 2 additional hit points.
their own).
Resilient
Faithful Friend Choose one ability score. You gain proficiency in saving throws
Your retainer gains proficiency in three skills and three tools using the chosen ability.
of your choice. While you are away adventuring, they put these
proficiencies to use, earning up to twice your level in gp per
Tenacious
You gain two special bonus Hit Dice, which are d6s. You always
work-week, all of which they will share with you upon your
regain both of these dice at the end of a long rest in addition to
safe return (as well as the local news and gossip). The DM may
the normal number of hit dice you would regain. Your maximum
decide to vary the size and makeup of these earnings, often
hit points are not affected.
including common nonmagical items such as weapons, armor,
tools, or household goods such as traveler’s clothes, soap, oil, Resistant
ink pens, stationary, pitchers of homemade iced tea, and fishing Choose one of the following damage types: acid, cold, fire,
tackle. The DM may also decide to include unidentified items lighting, poison, or thunder. You gain resistance to damage of
of potentially greater value by rolling on the random tables of the chosen type.
items provided in the Dungeon Master’s Guide, the Xanathar’s
Guide to Everything, or other sources.
17
Armor Training
Light as a Feather Shield Bash Padded Plate Built to Stand
Master of Pockets Shield Master Medium Armor Master Heavy Armor Master
Ready for Action Master of Protection
v v v
Armor Training Ready for Action
You gain proficiency with armor or improve your existing armor You’re experienced in getting up and going. You can throw a
proficiencies. You can take this talent multiple times. You gain leather cuircass over your head, heft your shield, and be out the
proficiency with light armor. If you already have proficiency in door in seconds. You’re always ready for a fight. You gain the
light armor, you also gain proficiency in medium armor and following benefits.
shields. If you already have proficiency in medium armor, you
also gain proficiency in heavy armor. When you take this option, • You can don and doff light armor as an action.
if you already have proficiency with the armor you desire, you • You can don and doff your shield as a bonus action.
can choose to progress again on this tree instead of gaining any • You can add your proiciency bonus to initiative rolls while
armor proficiencies. wearing light armor or no armor.
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19
20
Intermediate Specialties
Type Name & Description
Melee Offhand Steel. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
Melee Whirling Dervish. Whenever you hit a creature with a melee attack you can move 5 feet without spending any movement.
This movement may still trigger an attack of opportunity.
Melee, Heavy, Rebuff. While you are wielding a heavy, two-handed weapon, you may attempt to rebuff the advances of up to two adjacent
Two-Handed creatures. Make a single attack roll against up to two adjacent creatures within 5 feet of you. If the attack hits a target, you
push it up to 10 feet away from you instead of dealing damage.
Melee, Two- Great Cleave. When you attack with a longsword, battleaxe, greatsword or greataxe, which is being wielded in two hands, you
Handed, may choose to target two adjacent creatures within 5 feet of you with a single attack. This attack uses the same attack and
Slashing damage roll for both targets and if you hit both targets, you choose how much of the damage to apply to each.
Melee, One- Blitz. When you use your action to Attack, if you moved 15 feet or more in a straight line before hitting a target with a spear,
Handed, trident, or lance, you deal an additional 1d4 piercing damage to the target.
Piercing
Melee, Blunt Shove About. Whenever you hit a creature with melee weapon that deals bludgeoning damage, you may use a bonus action
to attempt to shove a creature.
Melee, Bashing Daze. As an action, you can make a special attack with any weapon that deals bludgeoning damage to daze a
Ranged, Blunt creature. The target must make a Constitution saving throw against a DC of 8 + your Strength modifier + your proficiency
bonus. If it fails, it takes your normal weapon damage and it can’t take reactions until the start of its next turn.
Melee, Hook. When you hit a creature with a trident, war pick, or sickle on your turn, you can use your bonus action to attempt to
Hooked grapple the targeted creature.
21
Minor Specialties
Type Name & Description
Any Quick Draw. On your turn, you can draw or stow one weapon as a part of the Attack action without using your Object
Interaction and you can treat weapons with the thrown property as ammunition for the purpose of drawing them.
Ranged Close-Quarters Shooter. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged weapon attack
rolls, and you have advantage if you attack a prone creature within 5 feet of you with a ranged weapon attack.
Ranged Precise Shooter. Your ranged weapon attacks ignore half cover and three-quarters cover.
Ranged Sharpshooter. Attacking at long range doesn’t impose disadvantage on your ranged weapon attacks.
Bows, Slings Strong Draw. You can use Strength instead of Dexterity for attack and damage rolls with shortbows, longbows, and slings.
Blowgun Powerful Lung. You may use Constitution instead of Dexterity for attack and damage rolls with blowguns.
Net Combat Knots. When you ensnare a creature with a net, the DC required to escape is increased by your proficiency modifier.
Whip Snapback. As an action, you can use a whip to pull objects weighing 5 lbs or less which are within your reach towards you. If
you have a free hand, you catch the object, otherwise it lands at your feet.
Melee, Tine Capture. You do not need a free hand to perform a grapple while you are wielding a trident, war pick, or sickle.
Hooked
Melee, Shieldbreaker. Your attack rolls with a morningstar or flail gain a +2 bonus against any target using a shield.
Chained
Melee, Light Axe Juggle. The light hammers and handaxes that you wield gain the finesse property while you wield them.
Polearm Extend. As a bonus action, you can you can extend the reach of quarterstaff, spear, or trident, you’re weilding by 5 feet until
the end of your turn.
Blunt Breaker. Your attacks which deal bludgeoning damage deal double damage to objects and structures.
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